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  <center><h1><img alt="Mednafen" src="mednafen.png" width="696" height="204"></h1></center>
  <center><h1>PC-FX Documentation</h1></center>
  <center><i>Last updated December 19, 2019<br>Valid as of 1.24.0-UNSTABLE</i></center>
 <p></p>
 <b>Table of Contents:</b>
 <ul><li><a href="#Section_intro">Introduction</a><ul></ul></li><li><a href="#Section_firmware_bios">Firmware/BIOS</a><ul></ul></li><li><a href="#Section_default_keys">Default Key Assignments</a><ul></ul></li><li><a href="#Settings+Reference">Settings Reference</a><ul></ul></li></ul><hr width="100%">
<h2><a name="Section_intro">Introduction</a></h2><p></p>  <ul>
   <li>Internal backup memory and external backup memory are emulated.</li>
   <li>Motion decoder RLE and JPEG-like modes are emulated.</li>
   <li>KING Background 0 scaling+rotation mode is supported.</li>
   <li>Mouse emulation.</li>
   <li>Working CD+G playback.</li>
  </ul>
<hr width="100%">
<h2><a name="Section_firmware_bios">Firmware/BIOS</a></h2><p></p><p>
Place a correct BIOS image file in the <a href="mednafen.html#Section_firmware_bios">correct location</a>.
</p>

<p>
The filename listed below is per default <a href="#pcfx.bios">pcfx.bios</a> setting.
</p>
<table border>
 <tr><th>Filename:</th><th>Purpose:</th><th>SHA-256 Hash:</th></tr>
 <tr><td rowspan="3">pcfx.rom</td><td>PC-FX BIOS version 1.00.  Recommended BIOS version.</td><td>4b44ccf5d84cc83daa2e6a2bee00fdafa14eb58bdf5859e96d8861a891675417</td></tr>
<!--
 <tr>                             <td>8b662f7548078be52a871565e19511ccca28c5c8</td><td>PC-FX BIOS version 1.01.</td></tr>
 <tr>                             <td>a9372202a5db302064c994fcda9b24d29bb1b41c</td><td>PC-FXGA BIOS.  Not recommended.</td></tr>
-->
</table>
<hr width="100%">

<h2><a name="Section_default_keys">Default Key Assignments</a></h2><p></p>
 <table border>
  <tr><th>Key(s):</th><th>Action:</th><th>Configuration String:</th></tr>
  <tr><td>ALT + SHIFT + 1</td><td>Activate in-game input configuration process for device on virtual input port 1.</td><td>input_config1</td></tr>
  <tr><td>ALT + SHIFT + 2</td><td>Activate in-game input configuration process for device on virtual input port 2.</td><td>input_config2</td></tr>
 </table>
 </p>
 <p>
 <table border>
  <tr><th>Key:</th><th nowrap>Action/Button:</th></tr>
  <tr><td>Keypad 4</td><td>IV</td></tr>
  <tr><td>Keypad 5</td><td>V</td></tr>
  <tr><td>Keypad 6</td><td>VI</td></tr>
  <tr><td>Keypad 1</td><td>III</td></tr>
  <tr><td>Keypad 2</td><td>II</td></tr>
  <tr><td>Keypad 3</td><td>I</td></tr>
  <tr><td>Keypad 8</td><td>MODE 1</td></tr>
  <tr><td>Keypad 9</td><td>MODE 2</td></tr>
  <tr><td>Enter/Return</td><td>Run</td></tr>
  <tr><td>Tab</td><td>Select</td></tr>
  <tr><td>W</td><td>Up</td></tr>
  <tr><td>S</td><td>Down</td></tr>
  <tr><td>A</td><td>Left</td></tr>
  <tr><td>D</td><td>Right</td></tr>
 </table>

<hr width="100%">
<h2><a name="Settings+Reference">Settings Reference</a></h2><p></p><p>
<b>Caution:</b> Any settings that change emulation behavior as seen from the emulated game are shown with the setting name bolded in the table. One should be conscious of these settings if one has changed them from the default values when using network play or movies, as they can cause desychronizations if not set the same among hosts(or between the recording emulator and the playing emulator). 
</p>
<p></p><table border><tr class="TableHeader"><th>Setting:</th><th>Value Type:</th><th>Possible Values:</th><th>Default Value:</th><th>Description:</th></tr><tr class="RowA"><td class="ColA">pcfx.adpcm.emulate_buggy_codec</td><td class="ColB">boolean</td><td class="ColC">0<br>1</td><td class="ColD">0</td><td class="ColE"><a name="pcfx.adpcm.emulate_buggy_codec">Hack that emulates the codec a buggy ADPCM encoder used for some games' ADPCM.</a></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowB"><td class="ColA">pcfx.adpcm.suppress_channel_reset_clicks</td><td class="ColB">boolean</td><td class="ColC">0<br>1</td><td class="ColD">1</td><td class="ColE"><a name="pcfx.adpcm.suppress_channel_reset_clicks">Hack to suppress clicks caused by forced channel resets.</a></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowA"><td class="ColA"><b>pcfx.bios</b></td><td class="ColB">string</td><td class="ColC">&nbsp;</td><td class="ColD">pcfx.rom</td><td class="ColE"><a name="pcfx.bios">Path to the ROM BIOS</a></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowB"><td class="ColA"><b>pcfx.cdspeed</b></td><td class="ColB">integer</td><td class="ColC">2 <i>through</i> 10</td><td class="ColD">2</td><td class="ColE"><a name="pcfx.cdspeed">Emulated CD-ROM speed.</a><p>Setting the value higher than 2, the default, will decrease loading times in most games by some degree.</p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowA"><td class="ColA"><b>pcfx.cpu_emulation</b></td><td class="ColB">enum</td><td class="ColC">fast<br>accurate<br>auto</td><td class="ColD">auto</td><td class="ColE"><a name="pcfx.cpu_emulation">CPU emulation mode.</a><ul><li><b>fast</b> - Fast Mode<br>Fast mode trades timing accuracy, cache emulation, and executing from hardware registers and RAM not intended for code use for performance.</li><br><li><b>accurate</b> - Accurate Mode<br>Increased timing accuracy, though not perfect, along with cache emulation, at the cost of decreased performance.  Additionally, even the pipeline isn't correctly and fully emulated in this mode.</li><br><li><b>auto</b> - Auto Mode<br>Selects "fast" or "accurate" automatically based on an internal database.  If the CD image is not recognized, defaults to "fast".</li></ul></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowB"><td class="ColA"><b>pcfx.disable_bram</b></td><td class="ColB">boolean</td><td class="ColC">0<br>1</td><td class="ColD">0</td><td class="ColE"><a name="pcfx.disable_bram">Disable internal and external BRAM.</a><p>It is intended for viewing games' error screens that may be different from simple BRAM full and uninitialized BRAM error screens, though it can cause the game to crash outright.</p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowA"><td class="ColA">pcfx.disable_softreset</td><td class="ColB">boolean</td><td class="ColC">0<br>1</td><td class="ColD">0</td><td class="ColE"><a name="pcfx.disable_softreset">When RUN+SEL are pressed simultaneously, disable both buttons temporarily.</a></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowB"><td class="ColA"><b>pcfx.fxscsi</b></td><td class="ColB">string</td><td class="ColC">&nbsp;</td><td class="ColD">0</td><td class="ColE"><a name="pcfx.fxscsi">Path to the FX-SCSI ROM</a><p>Intended for developers only.</p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowA"><td class="ColA">pcfx.high_dotclock_width</td><td class="ColB">enum</td><td class="ColC">256<br>341<br>1024</td><td class="ColD">1024</td><td class="ColE"><a name="pcfx.high_dotclock_width">Emulated width for 7.16MHz dot-clock mode.</a><p>Lower values are faster, but will cause some degree of pixel distortion.</p><ul><li><b>256</b> - 256 pixels<br>This value will cause heavy pixel distortion.</li><br><li><b>341</b> - 341 pixels<br>This value will cause moderate pixel distortion.</li><br><li><b>1024</b> - 1024 pixels<br>This value will cause no pixel distortion as long as interpolation is enabled on the video output device and the resolution is sufficiently high, but it will use a lot of CPU time.</li></ul></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowB"><td class="ColA"><b>pcfx.input.port1</b></td><td class="ColB">enum</td><td class="ColC">none<br>gamepad<br>mouse</td><td class="ColD">gamepad</td><td class="ColE"><a name="pcfx.input.port1">Input device for Port 1</a><ul><li><b>none</b> - none<br></li><br><li><b>gamepad</b> - Gamepad<br></li><br><li><b>mouse</b> - Mouse<br></li></ul></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowA"><td class="ColA"><b>pcfx.input.port1.multitap</b></td><td class="ColB">boolean</td><td class="ColC">0<br>1</td><td class="ColD">0</td><td class="ColE"><a name="pcfx.input.port1.multitap">Enable multitap on PC-FX port 1.</a><p>EXPERIMENTAL emulation of the unreleased multitap.  Enables ports 3 4 5.</p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowB"><td class="ColA"><b>pcfx.input.port2</b></td><td class="ColB">enum</td><td class="ColC">none<br>gamepad<br>mouse</td><td class="ColD">gamepad</td><td class="ColE"><a name="pcfx.input.port2">Input device for Port 2</a><ul><li><b>none</b> - none<br></li><br><li><b>gamepad</b> - Gamepad<br></li><br><li><b>mouse</b> - Mouse<br></li></ul></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowA"><td class="ColA"><b>pcfx.input.port2.multitap</b></td><td class="ColB">boolean</td><td class="ColC">0<br>1</td><td class="ColD">0</td><td class="ColE"><a name="pcfx.input.port2.multitap">Enable multitap on PC-FX port 2.</a><p>EXPERIMENTAL emulation of the unreleased multitap.  Enables ports 6 7 8.</p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowB"><td class="ColA"><b>pcfx.input.port3</b></td><td class="ColB">enum</td><td class="ColC">none<br>gamepad<br>mouse</td><td class="ColD">gamepad</td><td class="ColE"><a name="pcfx.input.port3">Input device for Port 3</a><ul><li><b>none</b> - none<br></li><br><li><b>gamepad</b> - Gamepad<br></li><br><li><b>mouse</b> - Mouse<br></li></ul></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowA"><td class="ColA"><b>pcfx.input.port4</b></td><td class="ColB">enum</td><td class="ColC">none<br>gamepad<br>mouse</td><td class="ColD">gamepad</td><td class="ColE"><a name="pcfx.input.port4">Input device for Port 4</a><ul><li><b>none</b> - none<br></li><br><li><b>gamepad</b> - Gamepad<br></li><br><li><b>mouse</b> - Mouse<br></li></ul></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowB"><td class="ColA"><b>pcfx.input.port5</b></td><td class="ColB">enum</td><td class="ColC">none<br>gamepad<br>mouse</td><td class="ColD">gamepad</td><td class="ColE"><a name="pcfx.input.port5">Input device for Port 5</a><ul><li><b>none</b> - none<br></li><br><li><b>gamepad</b> - Gamepad<br></li><br><li><b>mouse</b> - Mouse<br></li></ul></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowA"><td class="ColA"><b>pcfx.input.port6</b></td><td class="ColB">enum</td><td class="ColC">none<br>gamepad<br>mouse</td><td class="ColD">gamepad</td><td class="ColE"><a name="pcfx.input.port6">Input device for Port 6</a><ul><li><b>none</b> - none<br></li><br><li><b>gamepad</b> - Gamepad<br></li><br><li><b>mouse</b> - Mouse<br></li></ul></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowB"><td class="ColA"><b>pcfx.input.port7</b></td><td class="ColB">enum</td><td class="ColC">none<br>gamepad<br>mouse</td><td class="ColD">gamepad</td><td class="ColE"><a name="pcfx.input.port7">Input device for Port 7</a><ul><li><b>none</b> - none<br></li><br><li><b>gamepad</b> - Gamepad<br></li><br><li><b>mouse</b> - Mouse<br></li></ul></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowA"><td class="ColA"><b>pcfx.input.port8</b></td><td class="ColB">enum</td><td class="ColC">none<br>gamepad<br>mouse</td><td class="ColD">gamepad</td><td class="ColE"><a name="pcfx.input.port8">Input device for Port 8</a><ul><li><b>none</b> - none<br></li><br><li><b>gamepad</b> - Gamepad<br></li><br><li><b>mouse</b> - Mouse<br></li></ul></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowB"><td class="ColA">pcfx.mouse_sensitivity</td><td class="ColB">real</td><td class="ColC"> <i>through</i> </td><td class="ColD">1.25</td><td class="ColE"><a name="pcfx.mouse_sensitivity">Mouse sensitivity.</a></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowA"><td class="ColA">pcfx.nospritelimit</td><td class="ColB">boolean</td><td class="ColC">0<br>1</td><td class="ColD">0</td><td class="ColE"><a name="pcfx.nospritelimit">Remove 16-sprites-per-scanline hardware limit.</a></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowB"><td class="ColA">pcfx.rainbow.chromaip</td><td class="ColB">boolean</td><td class="ColC">0<br>1</td><td class="ColD">0</td><td class="ColE"><a name="pcfx.rainbow.chromaip">Enable bilinear interpolation on the chroma channel of RAINBOW YUV output.</a><p>This is an enhancement-related setting.  Enabling it may cause graphical glitches with some games.</p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowA"><td class="ColA">pcfx.resamp_quality</td><td class="ColB">integer</td><td class="ColC">0 <i>through</i> 5</td><td class="ColD">3</td><td class="ColE"><a name="pcfx.resamp_quality">Sound quality.</a><p>Higher values correspond to better SNR and better preservation of higher frequencies("brightness"), at the cost of increased computational complexity and a negligible increase in latency.</p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowB"><td class="ColA">pcfx.resamp_rate_error</td><td class="ColB">real</td><td class="ColC">0.0000001 <i>through</i> 0.0000350</td><td class="ColD">0.0000009</td><td class="ColE"><a name="pcfx.resamp_rate_error">Output rate tolerance.</a><p>Lower values correspond to better matching of the output rate of the resampler to the actual desired output rate, at the expense of increased RAM usage and poorer CPU cache utilization.</p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowA"><td class="ColA">pcfx.slend</td><td class="ColB">integer</td><td class="ColC">0 <i>through</i> 239</td><td class="ColD">235</td><td class="ColE"><a name="pcfx.slend">Last rendered scanline.</a></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowB"><td class="ColA">pcfx.slstart</td><td class="ColB">integer</td><td class="ColC">0 <i>through</i> 239</td><td class="ColD">4</td><td class="ColE"><a name="pcfx.slstart">First rendered scanline.</a></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
</table><p></p><table border><tr class="TableHeader"><th>Setting:</th><th>Value Type:</th><th>Possible Values:</th><th>Default Value:</th><th>Description:</th></tr><tr class="RowA"><td class="ColA">pcfx.debugger.disfontsize</td><td class="ColB">enum</td><td class="ColC">5x7<br>6x9<br>6x12<br>6x13<br>9x18</td><td class="ColD">5x7</td><td class="ColE"><a name="pcfx.debugger.disfontsize">Disassembly font size.</a><p>Note: Setting the font size to larger than the default may cause text overlap in the debugger.</p><ul><li><b>5x7</b> - 5x7<br></li><br><li><b>6x9</b> - 6x9<br></li><br><li><b>6x12</b> - 6x12<br></li><br><li><b>6x13</b> - 6x13.  CJK support.<br></li><br><li><b>9x18</b> - 9x18;  CJK support.<br></li></ul></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowB"><td class="ColA">pcfx.debugger.memcharenc</td><td class="ColB">string</td><td class="ColC">&nbsp;</td><td class="ColD">shift_jis</td><td class="ColE"><a name="pcfx.debugger.memcharenc">Character encoding for the debugger's memory editor.</a></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowA"><td class="ColA">pcfx.enable</td><td class="ColB">boolean</td><td class="ColC">0<br>1</td><td class="ColD">1</td><td class="ColE"><a name="pcfx.enable">Enable (automatic) usage of this module.</a></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowB"><td class="ColA">pcfx.forcemono</td><td class="ColB">boolean</td><td class="ColC">0<br>1</td><td class="ColD">0</td><td class="ColE"><a name="pcfx.forcemono">Force monophonic sound output.</a></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowA"><td class="ColA">pcfx.scanlines</td><td class="ColB">integer</td><td class="ColC">-100 <i>through</i> 100</td><td class="ColD">0</td><td class="ColE"><a name="pcfx.scanlines">Enable scanlines with specified opacity.</a><p>Opacity is specified in %; IE a value of "100" will give entirely black scanlines.<br>
<br>
Negative values are the same as positive values for non-interlaced video, but for interlaced video will cause the scanlines to be overlaid over the previous(if the video.deinterlacer setting is set to "weave", the default) field's lines.</p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowB"><td class="ColA">pcfx.shader</td><td class="ColB">enum</td><td class="ColC">none<br>autoip<br>autoipsharper<br>scale2x<br>sabr<br>ipsharper<br>ipxnoty<br>ipynotx<br>ipxnotysharper<br>ipynotxsharper<br>goat</td><td class="ColD">none</td><td class="ColE"><a name="pcfx.shader">Enable specified OpenGL shader.</a><p>Obviously, this will only work with the OpenGL "video.driver" setting, and only on cards and OpenGL implementations that support shaders, otherwise you will get a black screen, or Mednafen may display an error message when starting up. When a shader is enabled, the "<system>.videoip" setting is ignored.</p><ul><li><b>none</b> - None/Disabled<br></li><br><li><b>autoip</b> - Auto Interpolation<br>Will automatically interpolate on each axis if the corresponding effective scaling factor is not an integer.</li><br><li><b>autoipsharper</b> - Sharper Auto Interpolation<br>Same as "autoip", but when interpolation is done, it is done in a manner that will reduce blurriness if possible.</li><br><li><b>scale2x</b> - Scale2x<br></li><br><li><b>sabr</b> - SABR v3.0<br>GPU-intensive.</li><br><li><b>ipsharper</b> - Sharper bilinear interpolation.<br></li><br><li><b>ipxnoty</b> - Linear interpolation on X axis only.<br></li><br><li><b>ipynotx</b> - Linear interpolation on Y axis only.<br></li><br><li><b>ipxnotysharper</b> - Sharper version of "ipxnoty".<br></li><br><li><b>ipynotxsharper</b> - Sharper version of "ipynotx".<br></li><br><li><b>goat</b> - Simple approximation of a color TV CRT look.<br>Intended for fullscreen modes with a vertical resolution of around 1000 to 1500 pixels.  Doesn't simulate halation and electron beam energy distribution nuances.</li></ul></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowA"><td class="ColA">pcfx.shader.goat.fprog</td><td class="ColB">boolean</td><td class="ColC">0<br>1</td><td class="ColD">0</td><td class="ColE"><a name="pcfx.shader.goat.fprog">Force interlaced video to be treated as progressive.</a><p>When disabled, the default, the "video.deinterlacer" setting is effectively ignored with respect to what appears on the screen.  When enabled, it may be prudent to disable the scanlines effect controlled by the *.goat.slen setting, or else the scanline effect may look objectionable.</p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowB"><td class="ColA">pcfx.shader.goat.hdiv</td><td class="ColB">real</td><td class="ColC">-2.00 <i>through</i> 2.00</td><td class="ColD">0.50</td><td class="ColE"><a name="pcfx.shader.goat.hdiv">Constant RGB horizontal divergence.</a></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowA"><td class="ColA">pcfx.shader.goat.pat</td><td class="ColB">enum</td><td class="ColC">goatron<br>borg<br>slenderman</td><td class="ColD">goatron</td><td class="ColE"><a name="pcfx.shader.goat.pat">Mask pattern.</a><ul><li><b>goatron</b> - Goatron<br>Brightest.</li><br><li><b>borg</b> - Borg<br>Darkest.</li><br><li><b>slenderman</b> - Slenderman<br>Spookiest?</li></ul></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowB"><td class="ColA">pcfx.shader.goat.slen</td><td class="ColB">boolean</td><td class="ColC">0<br>1</td><td class="ColD">1</td><td class="ColE"><a name="pcfx.shader.goat.slen">Enable scanlines effect.</a></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowA"><td class="ColA">pcfx.shader.goat.tp</td><td class="ColB">real</td><td class="ColC">0.00 <i>through</i> 1.00</td><td class="ColD">0.50</td><td class="ColE"><a name="pcfx.shader.goat.tp">Transparency of otherwise-opaque mask areas.</a></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowB"><td class="ColA">pcfx.shader.goat.vdiv</td><td class="ColB">real</td><td class="ColC">-2.00 <i>through</i> 2.00</td><td class="ColD">0.50</td><td class="ColE"><a name="pcfx.shader.goat.vdiv">Constant RGB vertical divergence.</a></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowA"><td class="ColA">pcfx.special</td><td class="ColB">enum</td><td class="ColC">none<br>hq2x<br>hq3x<br>hq4x<br>scale2x<br>scale3x<br>scale4x<br>2xsai<br>super2xsai<br>supereagle<br>nn2x<br>nn3x<br>nn4x<br>nny2x<br>nny3x<br>nny4x</td><td class="ColD">none</td><td class="ColE"><a name="pcfx.special">Enable specified special video scaler.</a><p>The destination rectangle is NOT altered by this setting, so if you have xscale and yscale set to "2", and try to use a 3x scaling filter like hq3x, the image is not going to look that great. The nearest-neighbor scalers are intended for use with bilinear interpolation enabled, at high resolutions(such as 1280x1024; nn2x(or nny2x) + bilinear interpolation + fullscreen stretching at this resolution looks quite nice).</p><ul><li><b>none</b> - None/Disabled<br></li><br><li><b>hq2x</b> - hq2x<br></li><br><li><b>hq3x</b> - hq3x<br></li><br><li><b>hq4x</b> - hq4x<br></li><br><li><b>scale2x</b> - scale2x<br></li><br><li><b>scale3x</b> - scale3x<br></li><br><li><b>scale4x</b> - scale4x<br></li><br><li><b>2xsai</b> - 2xSaI<br></li><br><li><b>super2xsai</b> - Super 2xSaI<br></li><br><li><b>supereagle</b> - Super Eagle<br></li><br><li><b>nn2x</b> - Nearest-neighbor 2x<br></li><br><li><b>nn3x</b> - Nearest-neighbor 3x<br></li><br><li><b>nn4x</b> - Nearest-neighbor 4x<br></li><br><li><b>nny2x</b> - Nearest-neighbor 2x, y axis only<br></li><br><li><b>nny3x</b> - Nearest-neighbor 3x, y axis only<br></li><br><li><b>nny4x</b> - Nearest-neighbor 4x, y axis only<br></li></ul></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowB"><td class="ColA">pcfx.stretch</td><td class="ColB">enum</td><td class="ColC">0<br>full<br>aspect<br>aspect_int<br>aspect_mult2</td><td class="ColD">aspect_mult2</td><td class="ColE"><a name="pcfx.stretch">Stretch to fill screen.</a><ul><li><b>0</b> - Disabled<br></li><br><li><b>full</b> - Full<br>Full-screen stretch, disregarding aspect ratio.</li><br><li><b>aspect</b> - Aspect Preserve<br>Full-screen stretch as far as the aspect ratio(in this sense, the equivalent xscalefs == yscalefs) can be maintained.</li><br><li><b>aspect_int</b> - Aspect Preserve + Integer Scale<br>Full-screen stretch, same as "aspect" except that the equivalent xscalefs and yscalefs are rounded down to the nearest integer.</li><br><li><b>aspect_mult2</b> - Aspect Preserve + Integer Multiple-of-2 Scale<br>Full-screen stretch, same as "aspect_int", but rounds down to the nearest multiple of 2.</li></ul></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowA"><td class="ColA">pcfx.tblur</td><td class="ColB">boolean</td><td class="ColC">0<br>1</td><td class="ColD">0</td><td class="ColE"><a name="pcfx.tblur">Enable video temporal blur(50/50 previous/current frame by default).</a></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowB"><td class="ColA">pcfx.tblur.accum</td><td class="ColB">boolean</td><td class="ColC">0<br>1</td><td class="ColD">0</td><td class="ColE"><a name="pcfx.tblur.accum">Accumulate color data rather than discarding it.</a></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowA"><td class="ColA">pcfx.tblur.accum.amount</td><td class="ColB">real</td><td class="ColC">0 <i>through</i> 100</td><td class="ColD">50</td><td class="ColE"><a name="pcfx.tblur.accum.amount">Blur amount in accumulation mode, specified in percentage of accumulation buffer to mix with the current frame.</a></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowB"><td class="ColA">pcfx.videoip</td><td class="ColB">enum</td><td class="ColC">0<br>1<br>x<br>y</td><td class="ColD">1</td><td class="ColE"><a name="pcfx.videoip">Enable (bi)linear interpolation.</a><ul><li><b>0</b> - Disabled<br></li><br><li><b>1</b> - Bilinear<br></li><br><li><b>x</b> - Linear (X)<br>Interpolation only on the X axis.</li><br><li><b>y</b> - Linear (Y)<br>Interpolation only on the Y axis.</li></ul></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowA"><td class="ColA">pcfx.xres</td><td class="ColB">integer</td><td class="ColC">0 <i>through</i> 65536</td><td class="ColD">0</td><td class="ColE"><a name="pcfx.xres">Full-screen horizontal resolution.</a><p>A value of "0" will cause the current desktop horizontal resolution to be used.</p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowB"><td class="ColA">pcfx.xscale</td><td class="ColB">real</td><td class="ColC">0.01 <i>through</i> 256</td><td class="ColD">3.000000</td><td class="ColE"><a name="pcfx.xscale">Scaling factor for the X axis in windowed mode.</a></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowA"><td class="ColA">pcfx.xscalefs</td><td class="ColB">real</td><td class="ColC">0.01 <i>through</i> 256</td><td class="ColD">1.000000</td><td class="ColE"><a name="pcfx.xscalefs">Scaling factor for the X axis in fullscreen mode.</a><p>For this setting to have any effect, the "<system>.stretch" setting must be set to "0".</p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowB"><td class="ColA">pcfx.yres</td><td class="ColB">integer</td><td class="ColC">0 <i>through</i> 65536</td><td class="ColD">0</td><td class="ColE"><a name="pcfx.yres">Full-screen vertical resolution.</a><p>A value of "0" will cause the current desktop vertical resolution to be used.</p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowA"><td class="ColA">pcfx.yscale</td><td class="ColB">real</td><td class="ColC">0.01 <i>through</i> 256</td><td class="ColD">3.000000</td><td class="ColE"><a name="pcfx.yscale">Scaling factor for the Y axis in windowed mode.</a></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
<tr class="RowB"><td class="ColA">pcfx.yscalefs</td><td class="ColB">real</td><td class="ColC">0.01 <i>through</i> 256</td><td class="ColD">1.000000</td><td class="ColE"><a name="pcfx.yscalefs">Scaling factor for the Y axis in fullscreen mode.</a><p>For this setting to have any effect, the "<system>.stretch" setting must be set to "0".</p></td></tr><tr><td class="RowSpacer" colspan="5">&nbsp</td></tr>
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